/Engine/Source/Runtime/RenderCore/Public/PixelShaderUtils.h
Rect based pixel shader pass.
template<typename TPixelShaderClass, typename TPassParameters> static void AddRasterizeToRectsPass ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const [FGlobalShaderMap](API\Runtime\RenderCore\FGlobalShaderMap) * GlobalShaderMap, [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) && PassName, const TShaderRef< TPixelShaderClass > & PixelShader, TPassParameters * Parameters, FIntPoint ViewportSize, FRDGBufferSRVRef RectCoordBufferSRV, uint32 NumRects, [FRHIBlendState](API\Runtime\RHI\FRHIBlendState) * BlendState, [FRHIRasterizerState](API\Runtime\RHI\FRHIRasterizerState) * RasterizerState, [FRHIDepthStencilState](API\Runtime\RHI\FRHIDepthStencilState) * DepthStencilState, uint32 StencilRef, FIntPoint TextureSize, FRDGBufferSRVRef RectUVBufferSRV, uint32 DownsampleFactor, const bool bSkipRenderPass )